Chris Danford
d377c2b1a4
MENU_BUTTON_ -> GAME_BUTTON_
2008-05-21 05:36:09 +00:00
Glenn Maynard
7f08da77f1
set all lights modes in metrics (except for a couple programmatic ones
...
for now)
2007-06-14 13:38:26 +00:00
Glenn Maynard
743421f88f
some MENU -> GAME
2007-05-10 17:59:13 +00:00
Glenn Maynard
b1c26c4869
PlayersFinalized removed
2007-04-18 03:55:06 +00:00
Glenn Maynard
1189f94ede
generalize CodeNames
2007-03-16 23:33:41 +00:00
Glenn Maynard
dc8a6ee910
move CodeItem into InputQueue
...
rename to InputQueueCode
2007-03-15 20:44:18 +00:00
Chris Danford
cf80f30e3b
beginnings of late join
2007-03-04 08:52:06 +00:00
Chris Danford
0c972a4dd7
cleanup CoinMode and Premium names
2007-02-26 09:40:14 +00:00
Glenn Maynard
8dbb54a1c6
do check msg.GetName()
2007-02-03 06:02:46 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Glenn Maynard
d591926ff7
Don't play sounds in JoinInput; let the caller do that.
...
Localize "only play start sound for the 2nd player who joins"
hack into ScreenSelect.
2006-11-21 19:52:18 +00:00
Glenn Maynard
9195740ded
cleanup
2006-11-21 19:39:17 +00:00
Glenn Maynard
27fdc9101f
join on IET_FIRST_PRESS only
2006-11-21 19:37:16 +00:00
Glenn Maynard
93efb67216
correct base
2006-11-21 19:33:24 +00:00
Glenn Maynard
52009ae6ee
I'm not sure what was happening here:
...
If ALLOW_DISABLED_PLAYER_INPUT is true (only ScreenTitleMenu), then
ScreenSelect::Input doesn't do JoinInput ("the player will be joined
and the user will still be on the title menu"). However,
ScreenSelectMaster::MenuStart does the JoinInput anyway, so this still
happens.
If we want to have main menu options that don't load a screen, this
code path should be refactored a bit, to ask the derived class whether
the selection should also join. As is, it's just making the JoinInput
path complicated.
2006-11-21 19:28:42 +00:00
Glenn Maynard
00fdeac301
remove empty
2006-11-21 19:06:54 +00:00
Glenn Maynard
44bb231639
separate slightly confusing logic - send COIN inputs with the normal input path
2006-11-21 19:04:24 +00:00
Glenn Maynard
a5f5fa0b78
HandleMessage( Message )
2006-11-13 23:11:25 +00:00
Glenn Maynard
35fb88e5e5
Drop generic concurrent rendering. It makes too many things very
...
complicated, and I don't trust it at a high level: it makes too
many unchecked things concurrent, so I think it will make things
brittle.
2006-11-13 21:04:17 +00:00
Steve Checkoway
6ea2a41b00
Cleanup RageException::Throw(). Do not use ssprintf() inside of Throw() and do not pass it bare error messages. Use RageException::Throw( "%s", sError.c_str() ); instead. Be consistent with quoting file names "%s" and theme metrics as "%s : %s". Try to make them complete English sentences when possible.
2006-09-17 01:19:19 +00:00
Steve Checkoway
944a913790
PlayerNumber -> IEP.
2006-09-15 01:47:24 +00:00
Glenn Maynard
ad809ec5fa
simplify interface
2006-09-14 08:14:22 +00:00
Glenn Maynard
2b5cbe811f
check the button press in the caller of JoinInput (so we
...
don't have to construct a fake input message in
ScreenSelectMaster::MenuStart)
2006-09-14 08:11:58 +00:00
Glenn Maynard
3fe68d7f7d
simplify
2006-09-14 05:18:40 +00:00
Glenn Maynard
754f2edb0f
JoinInput(MenuInput ) -> JoinInput(InputEventPlus)
2006-09-14 03:23:17 +00:00
Glenn Maynard
c9c88f26c2
input.MenuI.player -> input.pn
2006-09-14 03:18:16 +00:00
Glenn Maynard
7b995b8487
remove unused
2006-08-20 20:01:53 +00:00
Glenn Maynard
f0b5e93621
This is the only place GetMetricM is still used; remove it
2006-08-20 19:39:59 +00:00
Chris Danford
1aa0b38c9f
fix SUnlockBrowse unlocking entry 1 when all entries are disabled
2006-06-05 07:36:23 +00:00
Glenn Maynard
ed60014bb3
fix ScreenSelect ignores StopMusicOnBack
2006-02-25 00:51:30 +00:00
Chris Danford
6ec1d47d6c
tab cleanup
2006-01-29 00:25:33 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
409bc25090
simplify, use GetNextScreen
2006-01-20 06:41:15 +00:00
Glenn Maynard
5a3f362f5d
load in Init()
2006-01-15 19:29:33 +00:00
Glenn Maynard
f6ea595c12
load in Init()
2006-01-15 19:22:17 +00:00
Glenn Maynard
c5b71c0631
remove logs (this stuff predates the crash handler and has been copied
...
and pasted around since)
jesus we have a lot of screens
2006-01-15 08:54:03 +00:00
Glenn Maynard
6467fa0bc4
simplify, eliminate GetAndClearScreen
2006-01-15 08:09:03 +00:00
Glenn Maynard
9eb3430ebd
reset idle timers in BeginScreen
2006-01-10 00:14:35 +00:00
Chris Danford
37f82b43f7
remove CStringArray #define
2005-12-09 21:36:22 +00:00
Glenn Maynard
25ee89ef33
Remove SM_AllDoneChoosing. ScreenSelects just send SM_BeginFadingOut when
...
done. This is much simpler, and fixes concurrent loads starting late.
2005-10-14 02:13:13 +00:00
Glenn Maynard
fce721238e
cleanup: StopTimer in ScreenSelect
2005-10-13 22:59:53 +00:00
Glenn Maynard
dfc67cd84d
ScreenWithMenuElements::StartTransitioning -> StartTransitioningScreen, to make searching
...
for it easier (vs. Transition::StartTransitioning). (Trying to simplify tweening; this
may go back later.)
2005-10-13 22:17:13 +00:00
Glenn Maynard
a288441843
use BeginScreen
2005-09-21 17:23:11 +00:00
Glenn Maynard
1c158bcc6c
fix screens not set when reused
2005-09-21 17:14:43 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Glenn Maynard
64eedd5fc7
cleanup
2005-09-01 02:42:33 +00:00
Chris Danford
ca817cdf0f
make ALLOW_DISABLED_PLAYER_INPUT cached
2005-08-14 04:33:32 +00:00
Chris Danford
cdb3b2da17
fix PlayMode change message being broadcast multiple times if 2 players joined
2005-07-25 06:47:43 +00:00
Chris Danford
a6a70e41ae
remove old, redundant "NextScreen%d" metric
2005-07-13 19:21:03 +00:00
Glenn Maynard
1ddf7f57da
use ConcurrentlyPrepareScreen
2005-07-13 06:51:08 +00:00